Your demo is shaded black and white?Lucky you since I am a coder, not an artist.Define the main uses for dot and cross products and I'll slot you in.

You only saw black and white? I guess my demo did not work on your system. Buggy, as ussual. You mean you want me to handle the basic geometry function? I'll do it, as long as on C or assembler.

Well, if you want me to explain about cross product, Im still unable to catch the logic, and what it was used for. But I know some basic logic of 3D and 2D. Maybe you want to take a look at function I created.

Simple one, but it very usefull, I used GPU to calculate the Camera Movement. After 5 years, I only able to understand that, Okay, Im stupid, I know. ;D

Well, Im afraid I will not be able to meet your demand. Well, I dont know what people used to call about cross product, but if you asked about how can I determine to which side a face is, and that is what you mean by a cross product, well, what you need is far beyond my knowledge. I only know how to plot a pixel on 3D coordinate, fill it in, and texturing it. That is all.

I think what he wanted to hear was something like this:Main uses for dotproduct are:- Calculating the distance between two points- Calculating the angle between two (normalized/unit length) vectors (mostly for lighting)Main use for crossproduct is:- Calculating the normal vector of a plane that is spanned by two vectors (which can be constructed from three points on the plane). The normal vector can be used for things such as lighting or determining whether the plane is frontfacing or backfacing.

In laymans terms, the dotproduct tells you if you are pointing in a similar direction, or not - much more than lighting stuff, its a general tool for "am i remotely pointing in the right direction or not" - and crossproduct yeah, correct, we use it to completely define an orthogonal set of axes.

You show me how you applied this now, if you want to make games and get paid.

I am into lighting stuff, but generally, in games, we use dots and crosses for generic stuff that has to do with what users expect in games - i deliberately did not talk about matrices as i see them as more or less redundant thanks to the dual quaternion, so I was not asking about how lighting works, but how we might use these operators in a game ;)